Jump to content

Direct Fire Boating, Convergence & Poptarting: The Solution


5 replies to this topic

#1 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 16 May 2013 - 08:29 AM

I believe this is an elegant solution to the issue of boating direct fire weapons, poptarting and the current convergence issue (aka, ballistics/ppcs require 'leading' a moving target and the convergence is then set to whatever is in the background ahead of said moving mech).


Simply put, make the convergence of the weapons not be instantly set by where the aimpoint is aiming at.. instead make convergence work in conjunctions with the target lock and hud interface.

How this would work:

1- Mech will only converge weapons to the range of currently locked target. If no target is locked they fire straight ahead.

* This solves direct fire boating sniping from beyond lock range.

2- Mech will gradually, at about the same speed it takes for a missile lock, converge the weapons once the locked target is inside the six weapon indicators at the center of the screen (left and right of the crosshair aimpoint... those thingies). If target leaves that area or if player changes target the convergence resets to 0.

3- When jumpjets are active the convergence system is disabled.

4- The higher damage the weapon the slower the time to reach full convergence. This makes dual AC20/Dual Gauss/Six PPC boating-sniping less deadly when it comes to taking snapshots. The target will take all that damage yes, but not in one spot (unless weapons are in the same arm or in the CT itself)

All the above pretty much takes care of poptarting, convergence and boating-alpha damage with one simple, elegant solution. The main problem is massive alpha damage with pinpoint accuracy encouraging boating+high alpha+snapshot taking setups. They will still exist but they will not be as effective as they currently are.

#2 trollocaustic

    Member

  • PipPipPipPipPipPip
  • 312 posts

Posted 16 May 2013 - 09:51 AM

agree with the jumpjets concept, but everything else just seems idiotic and makes ECM even bigger a problem, ECM now counters dierect-fire too.

#3 Darwins Dog

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,476 posts

Posted 16 May 2013 - 10:05 AM

1. Seems like it will only make ECM more powerful, as trollocaustic pointed out.

2. I like this if it converges on the point under the cross-hairs by default. That way when they jump from behind a building the shots will cross and go wild.

3. Unnecessary if #2 goes into effect.

4. This just seems arbitrary. 4ML are just as deadly as an AC/20 (on paper at least) so why should they be penalized less?

I agree with OP on principle that instant convergence is a problem right now, and a change to the system would be a good thing.

#4 Renthrak

    Member

  • PipPipPipPipPipPipPip
  • 902 posts

Posted 16 May 2013 - 12:22 PM

There's an existing thread with the same basic idea here:

http://mwomercs.com/...out-randomness/

#5 ExtremeA79

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 351 posts
  • LocationTexas

Posted 16 May 2013 - 01:42 PM

Feel like all of this are bad ideas.

#6 MasterErrant

    Member

  • PipPipPipPipPipPipPip
  • 739 posts
  • LocationDenver

Posted 16 May 2013 - 04:09 PM

it's a good start but converfgence needs to be affected only by the firning mechs actions.
it needs to be unreliable and mostly impossible beyond
"Long" range as well damage needs to decay beyond long.
the real fix for these things has always beed heat effects and limiting coinvergence/ adding movement effects.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users